349 lines
11 KiB
C++
349 lines
11 KiB
C++
#include "RuntimeShaderRenderer.h"
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#include "RuntimeShaderParams.h"
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#include <array>
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#include <cstring>
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#include <string>
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namespace
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{
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constexpr GLuint kGlobalParamsBindingPoint = 0;
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constexpr GLuint kVideoInputTextureUnit = 0;
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constexpr GLuint kLayerInputTextureUnit = 1;
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const char* kVertexShaderSource = R"GLSL(
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#version 430 core
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out vec2 vTexCoord;
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void main()
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{
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vec2 positions[3] = vec2[3](
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vec2(-1.0, -1.0),
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vec2( 3.0, -1.0),
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vec2(-1.0, 3.0));
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vec2 texCoords[3] = vec2[3](
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vec2(0.0, 0.0),
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vec2(2.0, 0.0),
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vec2(0.0, 2.0));
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gl_Position = vec4(positions[gl_VertexID], 0.0, 1.0);
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vTexCoord = texCoords[gl_VertexID];
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}
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)GLSL";
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}
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RuntimeShaderRenderer::~RuntimeShaderRenderer()
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{
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ShutdownGl();
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}
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bool RuntimeShaderRenderer::CommitFragmentShader(const std::string& fragmentShaderSource, std::string& error)
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{
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RuntimeShaderArtifact artifact;
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artifact.shaderId = "runtime-fragment";
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artifact.displayName = "Runtime Fragment";
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artifact.fragmentShaderSource = fragmentShaderSource;
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return CommitShaderArtifact(artifact, error);
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}
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bool RuntimeShaderRenderer::CommitShaderArtifact(const RuntimeShaderArtifact& artifact, std::string& error)
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{
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if (artifact.fragmentShaderSource.empty())
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{
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error = "Cannot commit an empty fragment shader.";
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return false;
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}
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if (!EnsureStaticGlResources(error))
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return false;
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GLuint vertexShader = 0;
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GLuint fragmentShader = 0;
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GLuint program = 0;
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if (!BuildProgram(artifact.fragmentShaderSource, program, vertexShader, fragmentShader, error))
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return false;
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DestroyProgram();
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mProgram = program;
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mVertexShader = vertexShader;
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mFragmentShader = fragmentShader;
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mArtifact = artifact;
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AssignSamplerUniforms(mProgram);
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return true;
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}
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bool RuntimeShaderRenderer::CommitPreparedProgram(RuntimePreparedShaderProgram& preparedProgram, std::string& error)
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{
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if (!preparedProgram.succeeded || preparedProgram.program == 0)
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{
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error = preparedProgram.error.empty() ? "Prepared runtime shader program is not valid." : preparedProgram.error;
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return false;
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}
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if (!EnsureStaticGlResources(error))
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return false;
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DestroyProgram();
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mProgram = preparedProgram.program;
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mVertexShader = preparedProgram.vertexShader;
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mFragmentShader = preparedProgram.fragmentShader;
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mArtifact = preparedProgram.artifact;
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preparedProgram.program = 0;
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preparedProgram.vertexShader = 0;
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preparedProgram.fragmentShader = 0;
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return true;
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}
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bool RuntimeShaderRenderer::BuildPreparedProgram(
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const std::string& layerId,
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const std::string& sourceFingerprint,
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const RuntimeShaderArtifact& artifact,
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RuntimePreparedShaderProgram& preparedProgram)
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{
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RuntimeShaderPassArtifact passArtifact;
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passArtifact.passId = "main";
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passArtifact.fragmentShaderSource = artifact.fragmentShaderSource;
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passArtifact.outputName = "layerOutput";
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if (!artifact.passes.empty())
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passArtifact = artifact.passes.front();
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return BuildPreparedPassProgram(layerId, sourceFingerprint, artifact, passArtifact, preparedProgram);
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}
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bool RuntimeShaderRenderer::BuildPreparedPassProgram(
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const std::string& layerId,
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const std::string& sourceFingerprint,
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const RuntimeShaderArtifact& artifact,
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const RuntimeShaderPassArtifact& passArtifact,
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RuntimePreparedShaderProgram& preparedProgram)
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{
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preparedProgram = RuntimePreparedShaderProgram();
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preparedProgram.layerId = layerId;
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preparedProgram.shaderId = artifact.shaderId;
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preparedProgram.passId = passArtifact.passId;
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preparedProgram.sourceFingerprint = sourceFingerprint;
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preparedProgram.artifact = artifact;
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preparedProgram.passArtifact = passArtifact;
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preparedProgram.inputNames = passArtifact.inputNames;
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preparedProgram.outputName = passArtifact.outputName.empty() ? passArtifact.passId : passArtifact.outputName;
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if (passArtifact.fragmentShaderSource.empty())
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{
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preparedProgram.error = "Cannot prepare an empty fragment shader.";
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return false;
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}
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if (!BuildProgram(
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passArtifact.fragmentShaderSource,
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preparedProgram.program,
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preparedProgram.vertexShader,
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preparedProgram.fragmentShader,
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preparedProgram.error))
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{
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preparedProgram.ReleaseGl();
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return false;
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}
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preparedProgram.succeeded = true;
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AssignSamplerUniforms(preparedProgram.program);
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return true;
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}
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void RuntimeShaderRenderer::RenderFrame(uint64_t frameIndex, unsigned width, unsigned height, GLuint sourceTexture, GLuint layerInputTexture)
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{
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if (mProgram == 0)
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return;
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glViewport(0, 0, static_cast<GLsizei>(width), static_cast<GLsizei>(height));
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glDisable(GL_SCISSOR_TEST);
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_BLEND);
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UpdateGlobalParams(frameIndex, width, height);
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BindRuntimeTextures(sourceTexture, layerInputTexture);
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glBindVertexArray(mVertexArray);
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glUseProgram(mProgram);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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glUseProgram(0);
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glBindVertexArray(0);
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}
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void RuntimeShaderRenderer::ShutdownGl()
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{
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DestroyProgram();
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DestroyStaticGlResources();
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}
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bool RuntimeShaderRenderer::EnsureStaticGlResources(std::string& error)
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{
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if (mVertexArray == 0)
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glGenVertexArrays(1, &mVertexArray);
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if (mGlobalParamsBuffer == 0)
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{
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glGenBuffers(1, &mGlobalParamsBuffer);
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glBindBuffer(GL_UNIFORM_BUFFER, mGlobalParamsBuffer);
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glBufferData(GL_UNIFORM_BUFFER, 1024, nullptr, GL_DYNAMIC_DRAW);
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glBindBuffer(GL_UNIFORM_BUFFER, 0);
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}
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if (mFallbackSourceTexture == 0)
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{
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const unsigned char pixels[] = {
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0, 0, 0, 255,
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96, 64, 32, 255,
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64, 96, 160, 255,
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255, 255, 255, 255
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};
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glGenTextures(1, &mFallbackSourceTexture);
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glBindTexture(GL_TEXTURE_2D, mFallbackSourceTexture);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 2, 2, 0, GL_BGRA, GL_UNSIGNED_BYTE, pixels);
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glBindTexture(GL_TEXTURE_2D, 0);
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}
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if (mVertexArray == 0 || mGlobalParamsBuffer == 0 || mFallbackSourceTexture == 0)
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{
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error = "Failed to create runtime shader GL resources.";
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return false;
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}
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return true;
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}
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bool RuntimeShaderRenderer::BuildProgram(const std::string& fragmentShaderSource, GLuint& program, GLuint& vertexShader, GLuint& fragmentShader, std::string& error)
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{
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program = 0;
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vertexShader = 0;
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fragmentShader = 0;
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if (!CompileShader(GL_VERTEX_SHADER, kVertexShaderSource, vertexShader, error))
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return false;
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if (!CompileShader(GL_FRAGMENT_SHADER, fragmentShaderSource.c_str(), fragmentShader, error))
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{
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glDeleteShader(vertexShader);
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vertexShader = 0;
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return false;
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}
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program = glCreateProgram();
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glAttachShader(program, vertexShader);
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glAttachShader(program, fragmentShader);
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glLinkProgram(program);
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GLint linkResult = GL_FALSE;
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glGetProgramiv(program, GL_LINK_STATUS, &linkResult);
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if (linkResult == GL_FALSE)
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{
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std::array<char, 4096> log = {};
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GLsizei length = 0;
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glGetProgramInfoLog(program, static_cast<GLsizei>(log.size()), &length, log.data());
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error = std::string(log.data(), static_cast<std::size_t>(length));
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glDeleteProgram(program);
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glDeleteShader(vertexShader);
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glDeleteShader(fragmentShader);
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program = 0;
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vertexShader = 0;
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fragmentShader = 0;
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return false;
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}
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const GLuint globalParamsIndex = glGetUniformBlockIndex(program, "GlobalParams");
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if (globalParamsIndex != GL_INVALID_INDEX)
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glUniformBlockBinding(program, globalParamsIndex, kGlobalParamsBindingPoint);
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return true;
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}
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void RuntimeShaderRenderer::AssignSamplerUniforms(GLuint program)
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{
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glUseProgram(program);
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const GLint videoInputLocation = glGetUniformLocation(program, "gVideoInput");
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if (videoInputLocation >= 0)
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glUniform1i(videoInputLocation, static_cast<GLint>(kVideoInputTextureUnit));
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const GLint videoInputArrayLocation = glGetUniformLocation(program, "gVideoInput_0");
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if (videoInputArrayLocation >= 0)
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glUniform1i(videoInputArrayLocation, static_cast<GLint>(kVideoInputTextureUnit));
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const GLint layerInputLocation = glGetUniformLocation(program, "gLayerInput");
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if (layerInputLocation >= 0)
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glUniform1i(layerInputLocation, static_cast<GLint>(kLayerInputTextureUnit));
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const GLint layerInputArrayLocation = glGetUniformLocation(program, "gLayerInput_0");
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if (layerInputArrayLocation >= 0)
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glUniform1i(layerInputArrayLocation, static_cast<GLint>(kLayerInputTextureUnit));
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glUseProgram(0);
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}
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void RuntimeShaderRenderer::UpdateGlobalParams(uint64_t frameIndex, unsigned width, unsigned height)
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{
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std::vector<unsigned char>& buffer = mGlobalParamsScratch;
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buffer = BuildRuntimeShaderGlobalParamsStd140(mArtifact, frameIndex, width, height);
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glBindBuffer(GL_UNIFORM_BUFFER, mGlobalParamsBuffer);
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const GLsizeiptr bufferSize = static_cast<GLsizeiptr>(buffer.size());
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if (mGlobalParamsBufferSize != bufferSize)
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{
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glBufferData(GL_UNIFORM_BUFFER, bufferSize, buffer.data(), GL_DYNAMIC_DRAW);
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mGlobalParamsBufferSize = bufferSize;
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}
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else
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{
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glBufferSubData(GL_UNIFORM_BUFFER, 0, bufferSize, buffer.data());
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}
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glBindBufferBase(GL_UNIFORM_BUFFER, kGlobalParamsBindingPoint, mGlobalParamsBuffer);
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glBindBuffer(GL_UNIFORM_BUFFER, 0);
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}
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void RuntimeShaderRenderer::BindRuntimeTextures(GLuint sourceTexture, GLuint layerInputTexture)
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{
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const GLuint resolvedSourceTexture = sourceTexture != 0 ? sourceTexture : mFallbackSourceTexture;
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const GLuint resolvedLayerInputTexture = layerInputTexture != 0 ? layerInputTexture : resolvedSourceTexture;
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glActiveTexture(GL_TEXTURE0 + kVideoInputTextureUnit);
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glBindTexture(GL_TEXTURE_2D, resolvedSourceTexture);
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glActiveTexture(GL_TEXTURE0 + kLayerInputTextureUnit);
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glBindTexture(GL_TEXTURE_2D, resolvedLayerInputTexture);
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glActiveTexture(GL_TEXTURE0);
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}
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bool RuntimeShaderRenderer::CompileShader(GLenum shaderType, const char* source, GLuint& shader, std::string& error)
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{
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shader = glCreateShader(shaderType);
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glShaderSource(shader, 1, &source, nullptr);
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glCompileShader(shader);
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GLint compileResult = GL_FALSE;
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glGetShaderiv(shader, GL_COMPILE_STATUS, &compileResult);
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if (compileResult != GL_FALSE)
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return true;
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std::array<char, 4096> log = {};
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GLsizei length = 0;
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glGetShaderInfoLog(shader, static_cast<GLsizei>(log.size()), &length, log.data());
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error = std::string(log.data(), static_cast<std::size_t>(length));
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glDeleteShader(shader);
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shader = 0;
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return false;
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}
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void RuntimeShaderRenderer::DestroyProgram()
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{
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if (mProgram != 0)
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glDeleteProgram(mProgram);
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if (mVertexShader != 0)
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glDeleteShader(mVertexShader);
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if (mFragmentShader != 0)
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glDeleteShader(mFragmentShader);
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mProgram = 0;
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mVertexShader = 0;
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mFragmentShader = 0;
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}
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void RuntimeShaderRenderer::DestroyStaticGlResources()
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{
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if (mGlobalParamsBuffer != 0)
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glDeleteBuffers(1, &mGlobalParamsBuffer);
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if (mVertexArray != 0)
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glDeleteVertexArrays(1, &mVertexArray);
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if (mFallbackSourceTexture != 0)
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glDeleteTextures(1, &mFallbackSourceTexture);
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mGlobalParamsBuffer = 0;
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mGlobalParamsBufferSize = 0;
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mVertexArray = 0;
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mFallbackSourceTexture = 0;
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}
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